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GLfloat cube_coordinate[8][3] =
{
{0.0,0.0,0.0},
{0.0,2.0,0.0},
{2.0,2.0,0.0},
{2.0,0.0,0.0},
{0.0,0.0,-2.0},
{0.0,2.0,-2.0},
{2.0,2.0,-2.0},
{2.0,0.0,-2.0}
};
static GLubyte cube_indices[6][4] =
{
{0,3,2,1},
{3,7,6,2},
{7,4,5,6},
{4,0,1,5},
{1,2,6,5},
{7,4,0,3}
};
static GLubyte pyramid_indices[6][4] =
{
{0,3,2,1},
{3,7,2,2},
{7,4,1,2},
{4,0,1,1},
//{1,2,6,5},
{7,4,0,3}
};
void draw_color_pyramid()
{
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = {60};
glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv( GL_FRONT, GL_SHININESS, mat_shininess);
glBegin(GL_QUADS);
for (GLint i = 0; i <5; i++)
{
//glColor3f(0.1f, 0.1f, 0.1f);
//glColor3f(0.2f, 0.2f, 0.2f);
getNormal3p(cube_coordinate[pyramid_indices[i][0]][0], cube_coordinate[pyramid_indices[i][0]][1], cube_coordinate[pyramid_indices[i][0]][2],
cube_coordinate[pyramid_indices[i][1]][0], cube_coordinate[pyramid_indices[i][1]][1], cube_coordinate[pyramid_indices[i][1]][2],
cube_coordinate[pyramid_indices[i][2]][0], cube_coordinate[pyramid_indices[i][2]][1], cube_coordinate[pyramid_indices[i][2]][2]);
glVertex3fv(&cube_coordinate[pyramid_indices[i][0]][0]);glTexCoord2f(1,0);
glVertex3fv(&cube_coordinate[pyramid_indices[i][1]][0]);glTexCoord2f(1,1);
glVertex3fv(&cube_coordinate[pyramid_indices[i][2]][0]);glTexCoord2f(0,0);
glVertex3fv(&cube_coordinate[pyramid_indices[i][3]][0]);glTexCoord2f(0,1);
}
glEnd();
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